/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorSkeletalMeshLibrary.h
Rename a socket within a skeleton
true if the renaming succeeded.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | SkeletalMesh", Meta=(DeprecatedFunction, DeprecationMessage="The Editor Scripting Utilities Plugin is deprecated - Use the function in Skeletal Mesh Editor Subsystem")) static bool RenameSocket ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName )